PF2E Stolen Fate

Game Master andreww

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◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction


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| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

Pine did expect to see a few more pubs on this pub crawl, but then he's never done one before so maybe this is how they always go.

Although the sun does seem to be behaving oddly. "Have we been walking for that long? It only feels like a few hours. How did the entire night pass?" Given that they don't seem to be at all alarmed, he assumes the Harrowkin are causing it (or at least know what is). "It's too bad; the cold of the desert night is a little easier to deal with than the heat."

Having been at this for several hours, Pinebrush is an expert on desert survival. He takes a drink. After his first unfortunate experience it's seemed mostly harmless. While he's sure he could trick them, he doesn't see much of a reason to try to get out of it.

Fort: 1d20 + 28 ⇒ (19) + 28 = 47 +1 vs magic, success -> critical success


Indeed, the cycle of day and night does seem to be exceptionally accelerated, perhaps testament to the power of the Harrowkin. However, they dont appear to be causing this deliberately.

Each of you easily endure the potent liquid another time. As you finish up the Teamster gathers you all around him. He points to the sky, Those clouds look mighty threatening, lots of water coming, these here caves are gonna flood almost immediately and wash away anything that's here when they hit. We best look for higher ground and some cover.

The group quickly head off into the desert but the storm is faster. It quickly catches up to you, surrounding you in blinding, swirling sand and drenching you. Finding your way becomes more and more difficult and then a massive peal of thunder rolls over you. Seconds later a bolt of lightning strikes the ground near you, then another...and another...

Massive bolts of lightning will strike at random for some time, possibly hitting you as well as the Harrowkin. I will roll for targets randomly. You can only be struck once. The order is Cricket, Teamster, Wanderer, Inquisitor, Billy, Pine, Sigourney, Slick. Each requires a basic reflex save. I will let you roll your own. You have a little time to make any preparations so you may be able to mitigate things.

Target: 1d8 ⇒ 5, Billy
Target: 1d7 ⇒ 1, Cricket
Target: 1d6 ⇒ 1, Teamster
Target: 1d5 ⇒ 2, Inquisitor
Target: 1d4 ⇒ 3, Sigourney
Target: 1d3 ⇒ 2, Pine


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

Reflex, +1 vs magic: 1d20 + 29 ⇒ (15) + 29 = 44 45 if vs magic.

Sigourney sees the lightning bolt hit Billy and most of the Harrowkin. She knows what's likely heading her way and jumps out of the way early.


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick listens to the Teamster and watches with some concern as the strange electrical storm quickly gathers in the distance. "Not sure I like the look of that," he mumbles to himself as the lightning strikes get closer and closer.

He closes his eyes momentarily and reaches out with his mind to The Brass Dwarf. With a short mental tug, he flicks the Dwarf's protection from fire to electricity. "That should soften the blow a little."

Action (◆): Activate an Item: The Brass Dwarf - Switch the current resistance of 18 fire damage to electricity damage. For 1 minute, you gain weakness of 9 to fire damage.

Once the storm is upon them, Slick feels the hair rise on his head from all the electrical activity around him. There is little he can do about it except try his best to avoid being struck directly by the lightning, and failing that, hope his armor and The Brass Dwarf's protection proves sufficient to mitigate the damage inflicted.

As the lightning bolts rain down around them, Slick successfully finds some cover. Unfortunately, his friends are not so lucky and each gets struck by bolts.

If Billy, Sigourney and/or Pine Take Damage:

Slick will use his Protector's Sacrifice reaction to mitigate any damage that his friends suffer during the lightning storm. He has two focus points, so at best he can only use this reaction twice.

Reaction (↺): Cast a Spell: Protector's Sacrifice [L9] on Billy, Sigourney and/or Pine

Damage to Billy, Sigourney and/or Pine reduced by 27 hit points which is redirected to Slick.


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)
GMAndrewW wrote:
You have a little time to make any preparations so you may be able to mitigate things.

When Billy sees the storm clouds gathering above them, he sings out,

"I'm very entertaining. Quite gifted, though not tall.
Did it just start raining? I'd best put up a wall."

Cast a 50'x20' Wall of Force (6th rank) situated to provide cover to all 8 of us.

And on the off-chance the wall doesn't work, the little halfling tries to dance out of the way.

Reflex: 1d20 + 30 ⇒ (8) + 30 = 38 (+1 vs magic)


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

Reflex: 1d20 + 34 ⇒ (20) + 34 = 54 +1 vs magic, +1 degree, resist 8 vs environmental damage (maybe definitely not relevant?)

"Wow, I thought lightning was supposed to be fast. Why do people say 'quick as lightning,' then? Lightning should try to be as quick as me. That would be more impressive."


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"What." Sigourney's mouth hangs open, agape. "How - how did you just dodge natural lightning! That should not be physically possible."


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

"...is it hard?"


Sigourney and Billy avoid the worst of the damage but Pine ducks it entirely. The Harrokin are not so fortunate and by the time you reach cover they are badly smoking. The four of them collapse in the less of a stand of rocks, sodden but undeterred. They slap each other on the back while casting side glances at the group of you.

I bet you're going to heal those few little scorches as well, arent you they all say. Well, you best get on with it, we wont be stopping for long, this storm will blow itself out soon and indeed, as the Wanderer says this the rains slow and the clouds scatter.

I assume you heal the relatively small amount of damage you took? You can also go ahead and give me a save or Deception check for the next drink.

Rolls:

Save, Cricket: 1d20 ⇒ 3, fail
Save, Teamster: 1d20 ⇒ 11, pass
Save, Inquisitor: 1d20 ⇒ 4, fail

Damage, Billy: 20d6 ⇒ (4, 4, 5, 6, 1, 4, 2, 4, 5, 2, 5, 6, 1, 2, 4, 1, 2, 5, 3, 4) = 70
Damage, Sigourney: 20d6 ⇒ (2, 3, 2, 6, 3, 1, 1, 6, 5, 3, 1, 4, 1, 1, 5, 6, 3, 2, 2, 2) = 59
Damage, Cricket: 20d6 ⇒ (4, 2, 4, 6, 4, 2, 4, 1, 2, 5, 5, 5, 6, 2, 5, 2, 2, 3, 2, 1) = 67
Damage, Teamster: 20d6 ⇒ (3, 6, 6, 6, 6, 6, 3, 4, 1, 6, 2, 5, 3, 2, 3, 1, 5, 2, 4, 6) = 80
Damage, Inquisitor: 20d6 ⇒ (4, 4, 2, 5, 5, 1, 4, 5, 1, 2, 6, 1, 1, 4, 4, 5, 3, 3, 4, 3) = 67


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

After surviving the shocking experience, Billy casts Prestidigitation to tidy up his singed clothing. "Dr. Pine, would you be kind enough to stitch us up?" Turning to the harrowkin, "Pinebrush here is very skilled. Are you sure you don't want any healing?"

Once he's good as new, the bard happily takes another swig.

Fortitude: 1d20 + 27 ⇒ (18) + 27 = 45 (+1 vs magic)


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick happily absorbs some of the damage from the lightning strikes on his friends. While the group gets patched up, he eyes the harrowkin and wonders how much more they can take. There was a chance that they wouldn't reach the Destiny Pub if all four of them went down on the way there.

He shrugs to himself. Maybe that wouldn't be such a bad thing; at least they'd end up with the cards than way, which is why they were here after all. But Slick was a little curious to see what this Destiny Pub of the harrowkin would be like.

When the harrowkin offer another round of the brew, Slick is more than happy to take a big swig from the barrel.

Fortitude Save vs DC 37-39: 1d20 + 30 ⇒ (20) + 30 = 50

If magic, then: +1 status bonus (Antimagic). Success -> Crit (Battle Hardened)


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"Thank you, Slick, my friend. I like casting electricity magic but I do not like taking electricity damage. Better you than me, am I right?" Sigourney says half jokingly as she sees Slick walk off getting hit by lightning with nary a burnt hair.

Sigourney glances at the Reginald shaped rat tattoo on her hand. It seems to give her a smug, knowing grin, as if it was extremely happy not to be going through this ordeal right now.

Fortitude: 1d20 + 29 ⇒ (10) + 29 = 39

Sigourney drinks the brew without incident.

"So what is this brew made out of? Maybe I could replicate it and tell the Bartender back at Harrowheart to have some on tap for us..." Sigourney asks the Wanderer.


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

Pinebrush checks the injuries. He pauses when the harrowkin mention "scratches" from lightning. They haven't always been embodied.

"Thank you Billy! Yes, I can treat your injuries. I'm a medic, not a healer. Look, this isn't even magic, just medicine. Salve for your burns. I thought you all liked being alive?"

Putting away his tools, he takes another drink.

Fort: 1d20 + 28 ⇒ (5) + 28 = 33 +1 if magic, Success -> critical success


The group patches themselves up while the Harrokin take a rest. We understand your offers to help but really, the Test is supposed to be a test of friendship, endurance and a willingness to sacrifice for one another. You just cannot take shortcuts with magic like this.

At mention of the recipe the Teamster grins, Oh no, I cannot be sharing those sorts of secrets with anyone at all, especially those who havent really bought into the Test.

At that point Pine once again starts to feel rather unwell.

Sickened 1 and Drained 1

At this point the Wandered takes the lead as you head into a vast, sandy expanse of rolling dunes. Once again the sun immediately rises above you but this time the heat is not so intense. However, the middle distance becomes hazy and strange images flicker at the edge of your vision. Next, we must reach an oasis says the wanderer, gesturing into the distance where several appear on the horizon. Unfortunately these are all mirages, but we must visit each and cleanse our minds to prepare us for the final stretch.

As you visit each Mirage each of you needs to give me four DC38 will save please. Its a basic save. It takes 10 minutes to travel between each. Time is relevant at this point so if you are healing you will need to roll it out. You cannot treat wounds while travelling and the Harrowkin arent willing to stop and wait for you.

Mirage 1 damage: 8d6 ⇒ (5, 4, 4, 5, 1, 3, 2, 3) = 27
Mirage 2 damage: 8d6 ⇒ (5, 3, 4, 4, 1, 4, 1, 2) = 24
Mirage 3 damage: 8d6 ⇒ (2, 4, 3, 2, 2, 1, 2, 2) = 18
Mirage 4 damage: 8d6 ⇒ (1, 4, 3, 4, 3, 5, 3, 4) = 27


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick sighs as they are faced with yet another unnecessary ordeal. "So it's mirages now?" He shrugs and heads into the dunes with the others chasing the visions.

What kind of damage are we dealing with here? Presumably mental given the cleanse our minds comment.

Feeling that his mind is likely to be put to the test while chasing the mirages, Slick closes his eyes momentarily and reaches out with his mind to The Brass Dwarf. With a short mental tug, he flicks the Dwarf's protection from electricity to mental. "Do your worst, mirages. I'm ready for you."

Action (◆): Activate an Item: The Brass Dwarf - Switch the current resistance of 18 electricity damage to mental damage. For 1 minute, you gain weakness of 9 to electricity damage.

Basic Will Save vs DC 38: 1d20 + 28 ⇒ (17) + 28 = 45
Basic Will Save vs DC 38: 1d20 + 28 ⇒ (10) + 28 = 38
Basic Will Save vs DC 38: 1d20 + 28 ⇒ (12) + 28 = 40
Basic Will Save vs DC 38: 1d20 + 28 ⇒ (17) + 28 = 45

If magic, then: +1 status bonus (Antimagic). If it is a fear effect, then: Success -> Crit, and regardless, Frightened condition is reduced by 1 (Bravery)

Looks like they are all successes for 1/2 damage, which means that his 18 resistance to mental damage should take care of any damage, assuming it is mental damage. Otherwise, he takes 13+12+9+13 = 47 HP of damage.

Actually, given that he can switch the resistance in one action, he would switch The Brass Dwarf to whatever damage type the first mirage inflicts (assuming it isn't mental), limiting the damage he takes to only 13 HP.


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

Unlike Slick, Billy enjoys the strange journey. At the mention of mirages, he he smiles broadly, "Thanks to my visits to the Carnival, I've gotten real good at spotting visions." The little halfling boldly leads the way.

Will, DC 38: 1d20 + 32 ⇒ (20) + 32 = 52 (+1 vs magic)
Will, DC 38: 1d20 + 32 ⇒ (12) + 32 = 44 (+1 vs magic)
Will, DC 38: 1d20 + 32 ⇒ (9) + 32 = 41 (+1 vs magic)
Will, DC 38: 1d20 + 32 ⇒ (10) + 32 = 42 (+1 vs magic)
Note: with Resolve, success => crit success.


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

Sigourney also has DR 9 vs Mental damage.

Will DC 38, Resolve: 1d20 + 30 ⇒ (10) + 30 = 40

Will DC 38, Resolve: 1d20 + 30 ⇒ (13) + 30 = 43

Will DC 38, Resolve: 1d20 + 30 ⇒ (4) + 30 = 34

Will DC 38, Resolve: 1d20 + 30 ⇒ (11) + 30 = 41

Looks like 3 critical successes and a failure on the third.

Sigourney's strong mind, tempered by years of academic research and facing threats along the party, allow her to view the mirages without difficulty. When she reaches the third mirage however, an intrusive thought enters her brain. "If the Harrowkin are making this up as they go, why can't they change the rules such that they don't get hurt?"

The baffling nature of the Harrowkin momentarily distracts her, causing her to take 18 damage from the third mirage.


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

"I'm not using magic!" says Pine a little impatiently, "We're working together to endure the challenge. That's what you said to do!"

Will: 1d20 + 27 - 1 ⇒ (1) + 27 - 1 = 27 Going to reroll this first one
Will: 1d20 + 27 - 1 ⇒ (20) + 27 - 1 = 46 Critical success, no damage
Will: 1d20 + 27 - 1 ⇒ (16) + 27 - 1 = 42 Success becomes critical success, no damage
Will: 1d20 + 27 - 1 ⇒ (11) + 27 - 1 = 37 Are these magical? Either a failure for 27 damage, or a critical success if anti-magic applies.
Crit Harrow Reroll: 1d20 + 27 + 4 - 1 ⇒ (6) + 27 + 4 - 1 = 36 Failure for 27 damage
Does that count as "environmental damage"? If so, resist 9.
My guess from the description is "not magic, yes environmental," so I'm applying 36 damage. Let me know if that's wrong.

"Pft, illusions and tricks. I'm a fairy. Want to see me turn invisible?"


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

If Billy, Sigourney and/or Pine Take Damage:

Slick will use his Protector's Sacrifice reaction to mitigate any damage that his friends suffer while chasing mirages. He has two focus points, so at best he can only use this reaction twice.

Reaction (↺): Cast a Spell: Protector's Sacrifice [L9] on Billy, Sigourney and/or Pine

An instance of damage to Billy, Sigourney and/or Pine is reduced by a maximum of 27 hit points which is redirected to Slick.


Slick weathers the mirages with no unpleasant effects, thanks to his magical protections. Billy is totally fine as well. Sigourney gets a bit of a headache but Slick takes that burden on himself. Pine is mostly fine but again Slick protects him.

This is magic but no environmental. It is mental damage. Sigourney takes 9 damage after resist which Slick then takes. Pine takes 27 which Slick then takes. Final account is 36 damage to Slick.

The Harrowkin dont handle things so well and are reeling as you visit the final oasis. Look they shout, we are here! they say, excited a a massive staircase materialises in front of you, disappearing into the heat haze above you. Time for a last drink they say, bringing out the nearly empty barrel again.

Another round of saves or Deception checks please. They are not waiting for you to heal up so if you want to apply any healing it will have to be spells/consumables, no time for treat wounds.

Rolls:

Save, Cricket: 4d20 ⇒ (12, 3, 4, 16) = 35, pass, fail, fail, pass
Save, Teamster: 4d20 ⇒ (13, 11, 18, 9) = 51, pass, pass, pass, fail
Save, Wanderer: 4d20 ⇒ (19, 12, 15, 2) = 48, pass, pass, pass, fail
Save, Inquisitor: 4d20 ⇒ (5, 2, 9, 3) = 19, fail fail fail, fail


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"You guys look terrible. Have you thought about not pushing yourselves this hard? Or maybe you could be smart about things and use magic to protect yourselves." Sigourney smugly quips at the Harrowkin as she downs her drink again.

Fortitude: 1d20 + 29 ⇒ (18) + 29 = 47

"Hmmm...hints of blueberry, Taldane port, and Chelaxian red. Mr. Teamster, I will have reverse-engineered this recipe before we get back to Harrowheart. I am a legendary craftswoman after all." Sigourney boasts as she finishes her drink.


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick takes the mental hit for everyone and suffers a slight migraine for his troubles. He happily lets Billy take care of this small inconvenience.

Action (◇): Delay: Until the end of Billy's turn.

"Ahhh! That took the edge off. Thanks for that Billy."

When the harrowkin offer another round of the brew, Slick once again takes a big swig from the barrel.

Fortitude Save vs DC 37-39: 1d20 + 30 ⇒ (7) + 30 = 37

If magic, then: +1 status bonus (Antimagic). Success -> Crit (Battle Hardened)


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

After avoiding the mirages with ease, Billy looks over at Slick who took on damage for the group. Before his friend can drink a potion, he asks the harrowkin, "With your permission, and since we're short on time, may we use a little magic?" Without strong objections, he sings,

"When I perform, fans rave. But I play on with courage.
Just like Slick, so brave! Let's heal his selfless damage."

Soothe (3th rank): 3d10 + 12 ⇒ (10, 3, 10) + 12 = 35

He eagerly accepts the barrel, so the party can continue.
Fortitude: 1d20 + 27 ⇒ (20) + 27 = 47 (+1 vs magic)


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

Pinebrush hesitates for a moment before he approaches the drink. So far he's played this entirely straight. What kind of fey trickster hero is he if he never take advantage of that?

No. He shakes himself. That's not a good reason. Stupid. But... this drink does keep making him sick. That's a better reason! Besides, something about this is tugging at a line of familiarity in his brain. Something Billy said--the Harrow reading! He'd been warned something would go badly, and this felt like the thing.

"Blueberry, really?" he says haughtily, "Well I suppose you couldn't be expected to recognize First World redberry."

Deception: 1d20 + 31 - 1 ⇒ (2) + 31 - 1 = 32
Harrow reroll: 1d20 + 31 - 1 ⇒ (20) + 31 - 1 = 50 Hah! Apparently the right choice, since I had nothing left to reroll Fort.


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Halfway across the Pacific Ocean and the wifi connectivity on the plane is pretty skimpy. Good thing the Paizo website doesn't use a lot of bandwidth.

Here is a harrow reroll of Slick's Fortitude save in case his earlier roll turns out to fall short.

Slick drinks of the brew, but this time he detects a strange taste that he hadn't noticed before. He wonders if perhaps it was due to it being the dregs from the bottom of the barrel. He'd rather not end up affected like Pinebrush going into The Destiny Pub, as he suspects the Test isn't over just yet.

Harrow Reroll if Needed:
Rerolling with my Harrow Ritual result: Shields (⛨): - Success (•: reroll a Fortitude saving throw)

Fortitude Save vs DC 37-39: 1d20 + 30 ⇒ (13) + 30 = 43

If magic, then: +1 status bonus (Antimagic). Success -> Crit (Battle Hardened)


The Harrowkin all look at Sigourney, But enduring the Trials is the entire point!

All of you manage to endure the further round of drinks, with Pine recovering from his illness. You are then faced with a hike up a magical staircase into, apparently, nothing but open air. With little other choice you begin to climb, and climb, and climb! You guess you are several thousand feet in the air when a door appears at the head of the stairs.

We're here the Harrowkin shout in unison and rush forward, dragging you along behind them. Passing through the door you find yourselves in a massive bar. A dozen or so burly humanoids sit at various tables scattered around the cavernous interior. As you enter the door vanishes behind you, leaving no apparent exit. The Harrowkin press on towards the bar shouting First round is on Billy! Yeah, he's rich!

As they do so the Wanderer jostles one of the humanoids, causing him to spill his drink. He roars in fury and someone, possibly one of the Harrokin, shouts Bar fight!

Suddenly you are faced with a dozen or so, very large, very angry and very drunk humanoids and the Harrowkin are nowhere in sight. Fortunately, these creatures are quite drunk and the party gets the drop on them.

Initiative
Slick : 1d20 + 30 ⇒ (10) + 30 = 40
Slick Battle Cry: 1d20 + 34 ⇒ (1) + 34 = 35 fail
Billy : 1d20 + 30 ⇒ (9) + 30 = 39, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 36 ⇒ (14) + 36 = 50, Perception +26, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 30 ⇒ (17) + 30 = 47, +2 circ scout, +2 item visual

Drunks: 12d20 ⇒ (5, 15, 3, 5, 5, 16, 18, 18, 6, 14, 14, 11) = 130

Combat Status:
Round 1

Turn Order

Pine
Sigourney
Billy
Slick
-------------------------------------------
All enemies

Party to act.

Combat status

Slick [278]
Billy [222], see invisibile,
Pinebrush [258]
Sigourney [224]
Reginald [126]


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"What...that cannot be possible. How did you know something I do not!" Sigourney splutters, fully believing the lie.

"Okay, but the entire point of being a witch is to use magical power to avoid dealing with dangerous trials, is it not?" Sigourney retorts, not understanding why the Harrowkin are so cross.

Delay for Billy to buff us all, assuming he does so.

Sigourney looks around the room, noticing lots of drunk, muscular humanoids glaring at the party. She spends an action to Recall Knowledge. She uses her Loremaster spells(Loremaster's Etude) to boost her cognitive ability. I roll twice and take the better on this recall knowledge check. Assuming they are Humanoids, it is +34 for Society and + 31 for Loremaster Lore.

She wants to Recall Knowledge on Drunkards and what they are weak to. She wants to know Drunkards' weaknesses.

Holding the rest of my turn until I gain the result of the Recall Knowledge.

◆ Recall Knowledge


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

Billy is having a great time on the weird pub crawl. But he's now enduring an awful lot of climbing. He almost casts Fly, but just then, a door opens into a proper bar. "Fantastic!" He looks around and frowns, "But ... where will I be performing? I see no stage." He brightens, "No matter -- I'll set up in front of the hearth."

Before he can take his position, the patrons get angry. The little bard considers trying to talk them out of violence. Alas, it's too late for that. Instead, he sings,

"This journey was very amusing.
No pubs on this crawl. So confusing.
.....But finally we're here.
.....Now who wants a beer?
A fight? Well, we don't plan on losing!"

Lingering Performance +VirtPerf, DC 38: 1d20 + 34 + 2 ⇒ (20) + 34 + 2 = 56
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.

He follows it with a song of haste.
"Look at all the drinkers -- they seem to want to brawl.
We can't all be quick thinkers. Let's run, instead of crawl."

Cast Haste (7th rank) for the entire party.

He then casts Shield.

◇ Ling Comp, ◆ CA (quickened action with Eternal Composition), ◆◆ Haste, ◆ Shield


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

Well. Okay.

Pine moves quickly and quietly towards the nearest one, slipping his weapons into hand as he moves. These guys haven't actually hurt anyone yet, so he lashes with his whip instead of his blade.

"Let me show you why that's a bad idea. Here's your chance to back down!"

◆ Draw rapier
◆ Draw whip
◆ Stride
◆ Strike Red 1, which should be Off-Guard due to Surprise Attack Whip: 1d20 + 33 + 1 ⇒ (10) + 33 + 1 = 44 for slashing (nonlethal): 3d4 + 6 ⇒ (4, 2, 3) + 6 = 15, precision: 4d6 ⇒ (2, 3, 5, 1) = 11, spirit: 1d4 ⇒ 2, and cold (ignores resistance) damage: 1d6 ⇒ 5. Total of 33. Add spirit damage: 1d4 ⇒ 3 if target is unholy.


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick looks over the bar with an expert eye and quickly identifies all the burly humanoids as potential troublemakers. He is therefore not the least bit surprised when they turn out to be belligerent.

Slick also makes note of the fact that harrowkin seem to have gone out of their way to both trap them in this room and provoke the bar fight, only to then mysteriously disappear. He wonders if dealing with these bellicose bruisers was the threatened consequences of the group not taking the harrowkin's Test of Destiny as seriously as they'd have liked.

He sighs audibly. One of the things that Slick enjoyed about going adventuring is that it took him away from his boring day job as a bouncer at The Gutless Griffon. Apparently, the job followed him on this particular adventure. The only difference being that this bar and its regulars were a harrowkin fabrication and he would not need to hold back in the coming bar fight.

As usual, he waits for the others to do their thing...

Action (◇): Delay: Until the end of Billy, Sigourney, and Pine's turns.

... then, happy to find himself both faster and overflowing with courage, Slick pulls out his sword and leaps to join Pinebrush in attacking the nearest drunk

Action 1 (◆): Interact - Take +3 Greater Striking Greater Flaming Holy Quickstrike Greatsword in hands

Actions 2 & 3 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 50 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Drunk Red 1.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Drunk Red 1.

Fist Attack: 1d20 + 30 + 2 + 1 ⇒ (9) + 30 + 2 + 1 = 42
Fist Damage: 3d6 + 12 + 1 ⇒ (2, 6, 3) + 12 + 1 = 24 bludgeoning damage
Fist Frost Damage: 1d6 ⇒ 1 cold damage - no resistance

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Fist Attack: 1d20 + 30 + 2 + 1 ⇒ (14) + 30 + 2 + 1 = 47
Fist Damage: 3d6 + 12 + 1 ⇒ (3, 2, 5) + 12 + 1 = 23 bludgeoning damage
Fist Frost Damage: 1d6 ⇒ 5 cold damage - no resistance

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Gang Up, Haste and MAP2 vs Drunk Red 1.
Fist Attack: 1d20 + 30 + 2 + 1 ⇒ (6) + 30 + 2 + 1 = 39
Fist Damage: 3d6 + 12 + 1 ⇒ (3, 3, 6) + 12 + 1 = 25 bludgeoning damage
Fist Frost Damage: 1d6 ⇒ 4 cold damage - no resistance

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Available Reactions:

Reactive Strike (↺) (extra reaction from Tactical Reflexes)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 32 + 3 + 1 ⇒ (17) + 32 + 3 + 1 = 53
Greatsword Damage: 3d12 + 14 + 1 ⇒ (9, 2, 5) + 14 + 1 = 31 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage
If target is unholy, then add: Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 1 holy spirit damage

If Crit Success, target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

If Crit Success, target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

If Crit Success, you can use a reaction to Demoralize your foe (Battle Cry)

Holy Healing (↺) (1/day)
Trigger You critically succeed at a Strike against an unholy creature with a Holy weapon
You regain HP equal to double the unholy creature's level.

Protector's Sacrifice (↺)
Trigger An ally within 30 feet takes damage
Reduce the damage the ally would take by 24. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

Warding Tattoo (Fiend) (↺) (1/day)
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

The Paladin (↺) (1/day)
Trigger You fail or critically fail a saving throw
Adjust the result of your saving throw up by one degree of success.

Skeptic's Defense (↺) (1/day)
Trigger You are targeted by or are in the area of a mental spell or effect.
You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Blessed Denial (↺)
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Previous post showed incorrect Fist templates for attack & damage rolls. Here are the corrected rolls for Slick's sword attacks. I have reused the d20 rolls from the original post.

Actions 2 & 3 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 50 feet horizontally or vertically.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Drunk Red 1.
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Gang Up vs Drunk Red 1.

Greatsword Attack: 9 + 32 + 3 + 1 = 45 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (8, 4, 3) + 14 + 1 = 30 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 3 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 1 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 4 holy spirit damage

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Greatsword Attack: 14 + 32 + 3 + 1 = 50 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (3, 1, 1) + 14 + 1 = 20 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 1 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 2 holy spirit damage

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem, Gang Up, Haste and MAP2 vs Drunk Red 1.

Greatsword Attack: 6 + 32 + 3 + 1 - 10 = 32 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (4, 3, 8) + 14 + 1 = 30 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 4 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 3 holy spirit damage

If Crit Success:
Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

After a moment of thought, Sigourney calls out to the others, eyes wide with realisation.

"Those aren't revelers and partygoers...those are aberrations! Also, they regenerate unless you freeze their bodies so they can't heal off their wounds. Stand clear everyone! I've got a very explosive idea."

With magical haste in her step, Sigourney moves next to Billy so she clears the blast zone.

"Woe to you as the sky falls on your heads...Comet Sign - Cold showers!" She incants as she Casts Falling Sky.

I spawned 4 comets which are 4 10-foot bursts of 6d10 bludgeoning damage and 4 40 foot bursts which are 14d6 Cold damage. The 10 foot bursts can hit 5 drunks while the 40 foot bursts hit all enemies. You use one save for creatures hit by both the bludgeoning and cold burst.

Since I'm taking my turn before Pine and Slick, they shouldn't be caught in the blasts.

Bludgeoning Damage, CA, DC 40 Reflex: 6d10 + 1 ⇒ (4, 5, 1, 5, 5, 5) + 1 = 26

Cold Damage, CA, DC 40 Reflex: 14d6 + 1 ⇒ (2, 4, 3, 6, 1, 3, 3, 2, 4, 5, 3, 2, 4, 3) + 1 = 46

◆ Hasted Stride, ◆◆ Falling Stars (Comets)


Billy does Billy things with the added bonus of a shield spell from his fancy schmancy new techniques.

Sigourney looks over the strange creatures. She realises that they are not, in fact, humanoids but instead are a type of aberration called a Doprillu. They have no weaknesses but they regenerate which can only be shut off with cold damage. She then promptly destroys the bar with falling comets.

Pine slides up to one of them and runs him through. Slick then crashes down next to him, hacking the poor creature to bits. As it collapses backwards its body dissolves into, now very chilled, alcohol!

The rest of them start to move in! Three close in on Slick, battering him and one grabs hold of them. It seems they possess a lot of internal heat, so much that his flesh is starting to cook!

Rolls:

Red, Blue, Green, Orange in numerical order. Red 2 and 3, Blue 1 and 2 and Green 2 are also taking the bludgeoning damage. They need a 14 to save, a 20 to crit pass and crit fail on a 4.

Reflex saves: 12d20 ⇒ (10, 9, 14, 10, 10, 20, 13, 4, 20, 10, 11, 15) = 146
Red, fail, fail, pass
Blue, fail, fail, crit pass
Orange, fail, crit fail, crit pass
Green, fail, fail, pass

Doprillu attacks
Slick

Attack: 1d20 ⇒ 19, hit
Improved Grab: 1d20 ⇒ 6, fail

Attack 2: 1d20 - 4 ⇒ (16) - 4 = 12, miss
Improved Grab: 1d20 ⇒ 17

Attack 1: 1d20 ⇒ 17, hit
Improved Grab: 1d20 ⇒ 13, pass

Attack 1: 1d20 ⇒ 13, hit
Improved Grab: 1d20 ⇒ 12, fail

Damage: 9d8 + 48 ⇒ (2, 6, 3, 3, 6, 1, 1, 5, 3) + 48 = 78 B +6d6 ⇒ (3, 5, 1, 6, 4, 1) = 20 fire

I am going to split their attacks over multiple posts for ease pf handling


One of the creatures moves in on Pine, but he nimbly dodges it. Three of them close in on Billy, but somehow he manages to avoid their grabby paws!

Rolls:

Attack: 1d20 ⇒ 8, miss
Improved Grab: 1d20 ⇒ 10

Attack: 1d20 ⇒ 5, miss
Improved Grab: 1d20 ⇒ 20

Attack 2: 1d20 - 4 ⇒ (11) - 4 = 7, miss
Improved Grab: 1d20 ⇒ 16

Attack: 1d20 ⇒ 6, miss
Improved Grab: 1d20 ⇒ 4

Attack: 1d20 ⇒ 9, miss
Improved Grab: 1d20 ⇒ 4


Three close in on Sigourney but one of them can only just get there. However, she finds herself grappling with two of the drunken oafs!

Rolls:

Attack: 1d20 ⇒ 17, hit
Improved Grab: 1d20 ⇒ 9, pass

Attack: 1d20 ⇒ 14, hit
Improved Grab: 1d20 ⇒ 13, pass

Damage: 6d8 + 32 ⇒ (3, 3, 8, 5, 4, 7) + 32 = 62 B =4d6 ⇒ (1, 4, 6, 2) = 13 fire less 5 resist twice

Combat Status:
Round 2

Turn Order

Billy
Sigourney
Pine
Slick
-------------------------------------------
All enemies

Party to act.

Combat status

Slick [278], 88 damage, grabbed by orange 2, 7d6 fire at start of turn if still grabbed
Billy [222], see invisibile,
Pinebrush [258]
Sigourney [224], 65 damage, grabbed by Green 2 and Orange 1, 7d6fire damage twice at start of her turn
Reginald [126]

Red 1: dead
Red 2: 72 damage
Red 3: 36 damage

Blue 1: 72 damage
Blue 2: 72 damage
Blue 3: 0 damage

Orange 1: 46 damage
Orange 2: 92 damage
Orange 3: 0 damage

Green 1: 46 damage
Green 2: 72 damage
Green 3: 23 damage


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

Being quite used to dealing with his adoring public rushing the stage, Billy deftly avoids being manhandled. He calls out, "My new fans, welcome. Yes, I'm Billy whom you've no doubt heard so much about." He continues, "Please, don't crowd. And no need to grab. If you form an orderly line, the autographs will go much quicker."

Billy delays for rest of party.

When his new groupies don't comply, Billy waits for his friends to act and says, "Now that you've weakened them, let's add some damage and hopefully addle their brains." He strategically moves to a new, safer, location and sings,
"Look at all you drinkers -- just cruising for a bruising.
We can't all be good thinkers. Are you finding it confusing."

Cast Phantasmagoria affecting any number of creatures within 120' -- which is all bad guys.

Mental Damage (confusion) +Dangerous Sorcery: 16d6 + 9 ⇒ (1, 1, 6, 4, 5, 5, 1, 1, 5, 1, 6, 2, 4, 2, 2, 2) + 9 = 57

Phantasmagoria Will DC 40 Results:
Phantasmagoria
Range: 120 feet. Target: Any number of creatures
Saving Throw: Will DC 40

Critical Success: The target is unaffected.
Success: The target takes half damage and can't use reactions until the start of your next turn.
Failure: The target takes full damage and is confused until the start of your next turn.
Critical Failure: The target takes double damage and is confused for 1 minute.

As before, he finds he has extra time to cast Shield

◇ Delay (for rest of party), ◆ Stride (hasted), ◆◆ Phantasmagoria, ◆ Shield


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick started with 10 extra temporary hit points from critting the brew save, so starts his turn at 278+10-88 = 200 hit points.

Slick is a little surprised to see the body of the drunken doprillu that he cut down disappear into a cold puddle. "Doesn't look like we have to worry about their regenerative abilities. Should make things a little easier."

Though happy to see Billy and Pine weather the attacks of the encroaching aberrations, he is a little miffed that the ones battering him are not so ineffectual. He is particularly unhappy to find himself grabbed by what appears to be a living furnace.

Doprillu Heat Damage: 7d6 ⇒ (6, 3, 4, 3, 1, 6, 3) = 26 fire damage

Slick now at 174 hit points.

Unfortunately, The Brass Dwarf's fire resistance that he'd become accustomed to was of no help as he'd earlier switched it to resist mental damage when facing the mirages. He sighs, and with a mental tug, flips it back to resist fire damage once again. "I have a feeling these guys aren't going to be able to keep their hands off me."

Action 1 (◆): Activate an Item: The Brass Dwarf - Switch the current resistance equal to your level from mental damage to fire damage. For 1 minute, you gain weakness equal to half your level to mental damage.

Not bothering to waste time freeing himself (though that would limit his movement-based attack combinations), Slick hacks away at his grabby opponent.

Action 2 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and Haste vs Orange 2.

Greatsword Attack: 1d20 + 32 + 3 + 1 ⇒ (7) + 32 + 3 + 1 = 43
Greatsword Damage: 3d12 + 14 + 1 ⇒ (7, 11, 3) + 14 + 1 = 36 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 1 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 2 holy spirit damage

Action 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and MAP1 vs Orange 2.

Greatsword Attack: 1d20 + 32 + 3 + 1 - 5 ⇒ (3) + 32 + 3 + 1 - 5 = 34
Greatsword Damage: 3d12 + 14 + 1 ⇒ (5, 4, 6) + 14 + 1 = 30 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 3 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 3 holy spirit damage

Will assume 34 is a hit since it apparently took all three of Slick's strikes during his previous turn to take down the dropillu, and the last of those Strikes with off-guard would have hit an AC of 34. If it is in fact not a hit, then the next Strike is at MAP1 again, not MAP2

If that is enough to take down Orange 2, then switch the final Strike to Blue 1.

Action 4 (◆): Strike (+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword) with Courageous Anthem and MAP2 vs Orange 2 or Blue 1 if Orange 2 is down.

Greatsword Attack: 1d20 + 32 + 3 + 1 - 10 ⇒ (20) + 32 + 3 + 1 - 10 = 46 vs Off-Guard
Greatsword Damage: 3d12 + 14 + 1 ⇒ (9, 7, 3) + 14 + 1 = 34 slashing damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Greatsword Holy Damage: 1d4 ⇒ 2 holy spirit damage

If Target is Unholy:
Greatsword Holy Extra Damage to Unholy: 1d4 ⇒ 4 holy spirit damage

A crit!

Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

"Minty Toothpick is cold now, anyway," Pine says. Although he can only attack so many of them at a time. Seeing that Sigourney is more surrounded than Slick is, he moves to help her.

Drawing his shortsword, he takes off to alight on the bar, stabbing and slashing at one of the big brutes grabbing her as he dances around. "Hey! Hey! Leggo!"

◆ Interact to draw weapon (provoking RS from Red 3)
◆ Fly (provoking RS from Green 2)
◆ Strike Green 2 (Off-Guard due to Gang Up) Rapier: 1d20 + 33 + 1 ⇒ (7) + 33 + 1 = 41 for piercing damage: 3d6 + 6 + 3 + 1 ⇒ (1, 5, 2) + 6 + 3 + 1 = 18, precision damage: 3d6 ⇒ (4, 1, 3) = 8, cold damage: 1d6 ⇒ 5, and spirit damage: 1d4 ⇒ 3. If crit, double damage and add deadly damage: 2d8 ⇒ (5, 4) = 9, Off-Guard one round, and DC 34 Fort save or Slowed 1. Total of 34, or 67 on crit.
◆ Strike Green 2 Shortsword: 1d20 + 33 + 1 - 4 ⇒ (15) + 33 + 1 - 4 = 45 for slashing damage: 3d6 + 6 + 3 + 1 ⇒ (2, 2, 1) + 6 + 3 + 1 = 15, precision damage: 3d6 ⇒ (3, 4, 1) = 8, cold damage: 1d6 ⇒ 4, and spirit damage: 1d4 ⇒ 4. If crit, double damage, Off-Guard one round, and DC 34 Fort save or Slowed 1. Total of 31, or 62 on crit.
If Green 2 is down after first attack, second attack goes to Orange 1 and is made with whip instead. That reduces the attack roll to 44 and the slashing damage to slashing (nonlethal): 3d4 + 6 + 3 + 1 ⇒ (4, 1, 2) + 6 + 3 + 1 = 17, and the crit spec effect to DC 38 Reflex or fall prone. Total of 33, or 66 on crit.
◇ Debilitating Strike if at least one attack hit: Enfeebled 1 and persistent bleed 3d6


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

Sigourney grins savagely as the bar falls to pieces around them from the impact of 4 celestial bodies slamming into the wood around them. "I do love this part so much." She comments.

As the first aberration starts getting handsy with her, she reacts by quickly manipulating her skin to receive the texture of draconic scales. These mitigate some of the force applied to her face.

Casting Hidebound as a reaction to the first successful Strike. For 1 round, I have DR 5 physical except against adamantine. That means I take 10 less damage overall.

As the drunkards grab her by each arm and begin to pull, she feels her flesh sizzle from the hot palms on her skin. She hisses, almost as much from the indignity of the situation as much as the pain.

Fire damage, DR 5: 7d6 - 5 ⇒ (2, 2, 1, 2, 3, 3, 4) - 5 = 12

Fire damage, DR 5: 7d6 - 5 ⇒ (2, 1, 1, 3, 5, 4, 4) - 5 = 15

Furious at being manhandled this way, she strains her neck to view all the enemies in this bar and whispers savagely under her breath: "You think you have me trapped, but it is you all who trapped in here with me. Death Sign - Horrid Wilting!"

Grabbed Flat check DC 5: 1d20 ⇒ 16

Wriggling her right arm free of one of the Doprillu's meaty hands, she manages to get the spell off. Countless hands of magical void energy emanate from Sigourney's form, reaching down into the orifices of the enemy and pulling the very blood out of their veins...

DC 40 Fortitude save, Void, CA: 10d10 + 1 ⇒ (10, 4, 7, 7, 1, 10, 10, 9, 8, 10) + 1 = 77

She then turns to the Green 2 Dorprillu, glaring right through it. Mentally, she quickens her incantation before casting it on the offending grabby drunk. "You want to treat me like a common warrior? Why not die like one, impertinent fool. Die for me - Execute!"

Grabbed Flat check DC 5: 1d20 ⇒ 12

Spite and rage allow Sigourney to strain her muscles enough to cast the spell. The Dorprillu is suddenly struck with a wasting blast of void energy.

DC 40 Fortitude save, Void, CA: 70 + 1 = 71

"Keep stabbing, Pine! I think we've got him!" She yells encouragingly, yet not courageously or anthemly.

↺ Hidebound, ◆◆ Horrid Wilting, ◇ Quickened Casting, ◆ Execute


I applied Slicks temp HP, you started this turn with 88 damage

Slick burns then focuses his mind. The heat starts to feel a bit less. He hacks away at the one grabbing him but somehow it manages to survive.

Pine flies off to help Sigourey, stabbing one of the ones holding her quite badly.

Sigourney floods the chamber with hideous death magic. The frost coating everything from her comets turns pitch black. One of them collapses into beer but many others look very unwell. She then snuffs out one of the ones grabbing her.

Billy relocates himself and then tries to bring madness to all of his new fans. He drives all of them insane! Most of them promptly collapse into beer. The few remaining ones fall to fighting amongst each other and the group quickly dispatch them.

As the last of the Doprillus fall all of you collapse unconscious, darkness surrounding you. You wake up what feels like a moment later but could easily be days or weeks. You are in a ramshackle building which sits at an oasis on the edge of the desert of Storms. It has clearly been long abandoned. Sitting on a rickety table nearby are the four Harrow cards. Leaning next to it is the Wanderers pack. A quick check turns up various items, six greater healing potions, a mass of ebony silk which turns out to be a Portable Hole, a potent magical lance (+3 greater striking, a scroll (falling stars) and a finely carved statue of a horse made from obsidian (an obsidian steed). His bindle also sits nearby, unwrapping it reveals a small fortune in gems (1659gp) as well as the bindle itself which turns out to be a potent magic item (Scapula of Shields.

At this point you can return to Harrowheart.

Rolls:

Frost fort save: 1d20 ⇒ 12, pass

Red, Blue, Green, Orange, looking for a 15
HW saves vs 77 dmg: 11d20 ⇒ (7, 1, 5, 18, 12, 13, 18, 15, 3, 14, 1) = 107

Execute save: 1d20 ⇒ 5, fail

Red, Blue, Green, Orange, looking for an 18
Phantasmagoria saves, 57 dmg: 9d10 ⇒ (6, 8, 3, 7, 3, 6, 8, 1, 8) = 50
That is 9 critical fails!


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick looks on in wonder as the doprilli go insane around him and each in turn disappears into a big puddle on the floor. He turns to see Billy looking pleased with himself. "This your doing, Billy? Nice work my friend. Things were looking a little ugly there for a bit, but no longer." He runs around and takes out the few remaining doprilli that hadn't yet succumbed to Billy's insanity spell.

"That should take care of..." but he doesn't finish his thought as darkness falls around him. Upon waking in the ramshackle building, he quickly jumps to his feet and reaches for his sword looking for enemies. He relaxes when none become apparent.

His eyes fall on the four Harrow cards laying on the rickety table. "Well, at least our new friends didn't completely abandon us."

Based on the appearance of new cards in Roll20, I assume we're dealing with The Cricket, The Inquisitor, The Teamster, and The Wanderer.

Ignoring the other cards, he picks up The Cricket and looks it over with interest. "Now this could be of real use."

He makes a note of the other items, but after a little thought, none of them are of personal interest except perhaps the potency rune on the lance with which he could upgrade his handwraps.

Loot sheet updated. Not a bad haul. A Constitution Apex item if anyone is interested.

Once they get back to Harrowheart, Slick goes ahead and epitomizes the new cards.

Epitomizing The Inquisitor causes a research library to manifest on the ground floor of Harrowheart. Not of much interest to him, but doubtless Sigourney and even Billy could make use of it.

Moving to the village surrounding Harrowheart, he epitomizes The Teamster and numerous teams of livestock drivers manifest in the village, along with a large number of draft animals and riding horses. Epitomizing The Cricket causes an anthropomorphic cricket simulacrum moves into a previously empty building at the edge of the village. Both these manifestations would be of great help in moving around the Harrow Court at speed.

Finally, The Wanderer, a mysterious wandering centaur simulacrum manifests in the farmlands of Harrow Court. He seemed eager to buy things from them and even hire them to work for him, but Slick didn't think they'd make much use of the fellow.


| HP 233/258 | AC 40 | F+28 s->cs R+34 cf->f, f->1/2 damage, s->cs W+27 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 9 | weakness cold iron 5 | Perc +27 (+28 if involving sight) | Speed 35 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +35), Scout while in favored terrain (forests), and Search | Active Conditions: Frightened 1, 4d6 persistent bleed

"Wha hoppen?" Pine sits up. "I.. fell asleep? Wait, did that all happen?"

He sees the new cards. "Oh. Well, something happened. I guess we won?"

Finding the figurine, he holds it up, excited. "Oh, these things are neat! But I think this one summons, like, a demon horse. And not even a very strong demon. Maybe it's best if I don't use this."


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

Billy sighs as his adoring fans melt into individual beers puddles. "Oh well. Plenty more where they came fr..." And he passes out.

Later, looking over the new harrow cards, Billy asks, "I wouldn't mind trying out either The Teamster or The Wanderer ...." He looks to Pinebrush and Sigourney to see they're interested in any. He nods in agreement to Pinebrush about the demon-horse figurine.

Would Sigourney possibly make use of Mind Probe from The Inquisitor?


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"Wow...that alcohol sure was strong." Sigourney groans as she awakens from her stupor.

Looking over the loot with Slick, she instantly grabs ahold of the Scroll of Falling Stars. "The steed looks nasty. We should get rid of it." She comments.

When the question of which card to take comes up, Sigourney considers for a moment before answering. "The Wanderer's ability to grant items will be most useful. You may have the Teamster, Billy."

Sigourney spends the rest of the day getting over her hangover and learning some new spells. Reading the Absalom Herald and realising that there's war afoot between Andoran and Cheliax, she finds that some declassified documents on battle magic have been released to the public. She decides to try and learn some of these spells.

Arcana to learn 3rd Rank spell, DC 20: 1d20 + 34 ⇒ (13) + 34 = 47

Arcana to learn 2nd Rank spell, DC 18: 1d20 + 34 ⇒ (20) + 34 = 54

Arcana to learn 5th Rank spell, DC 26: 1d20 + 34 ⇒ (20) + 34 = 54

Arcana to learn 6th Rank spell, DC 28: 1d20 + 34 ⇒ (7) + 34 = 41

Arcana to learn 6th Rank spell, DC 28: 1d20 + 34 ⇒ (4) + 34 = 38

Critical Successes all round. I spend 8+3+35+70+70 GP on learning spells, 10 minutes per spell due to Magical Shorthand (50 minutes total) and I spend 1,500 GP to acquire the Falling Stars scroll.

Sigourney, happy that she's acquired some neat new spell to manipulate shields, acquires a Spellguard Shield from the Absalom armory.

1886 GP spent total. Where are we going to next?

List of Spells learnt:

https://2e.aonprd.com/Spells.aspx?ID=2494
https://2e.aonprd.com/Spells.aspx?ID=2499
https://2e.aonprd.com/Spells.aspx?ID=2500
https://2e.aonprd.com/Spells.aspx?ID=2502
https://2e.aonprd.com/Spells.aspx?ID=2506


Male Half-Elf Fighter 18 | ♥️ 250/278| ➕ slash 5, fire 18, fiend spells/magic 2, falling 10 | AC 43 | Speed 50' | Scout (Init +28, +2 visual) | Antimagic: F+31M (Battle Hard.) R+28M (Bulwark, Temp. Ref.) W+28M (Bravery) | Perc+26M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 34; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

One morning, after everyone had recovered from the previous adventure, taken care of any required shopping, and finished up their studies, Slick washes down the last bite of his first breakfast, clears his throat loudly while waiting for his second, and says, "How about we go hunting for more Harrow cards? I believe The Eclipse is next on the list. Somewhere above a bunch of islands near the southern end of what's left of Azlant, if I remember correctly."


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"Sounds like a plan." Sigourney says between bites of toast. "What did we find out about that place again?"


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

Billy responds, "I believe we learned The Eclipse is focused on four tiny islands at the southern end of shattered Azlant. Each is likely to hold some clue to the situation. However, the shattered continent is home to many powerful monsters and ancient legacies so expect trouble."

He shrugs and adds, "I don't think we learned much else."


You spend a few days making preparations, shopping or otherwise getting ready for your next journey. You can teleport or use one of the epitomised Harrow cards to get you somewhere within the ruined continent of Azlant from which you can take a boat to get you to the islands you are looking for.

Your chartered ship sets you off in a small boat, about a mile from the small cluster of islands. The captain claims the area is cursed and wont bring his boat any closer but promises to remain lying off the islands for a few days although it is clear he does not expect you to return.

Pulling your small craft up onto a narrow beach of black sand you head inland into the small island. Broken bits of buildings scatter the island but it otherwise appears deserted.

That is until the sun suddenly disappears, the island grows dark and strange howls are hard off in the distance! A massive object appears to have eclipsed the sun! At the same time it appears to be hurtling towards the island.

Initiative
Slick : 1d20 + 30 ⇒ (9) + 30 = 39
Billy : 1d20 + 30 ⇒ (8) + 30 = 38, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 36 ⇒ (6) + 36 = 42, Perception +26, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 30 ⇒ (12) + 30 = 42, +2 circ scout, +2 item visual

The light level is now dark. If you dont have darkvision then everything is hidden from you save the Eclipse. The Eclipse card is currently an actual Eclipse, it appears as a massive object blotting out the sun. It also appears to be hurtling towards the island you are on. The Eclipse is a hazard. You may recall knowledge about it using any of the magical skills or Harrow/Fortune-Telling Lore. The building remnants are 10' high and block line of sight.

Then, a massive hound like creature appears next to Sigourney, its jaws are filled with flames. It bites at her but she pulls back in time to avoid becoming a snack. The thing then vanishes into the darkness.

Rolls:

Bite: 1d2 ⇒ 2, miss

Combat Status:
Round 1

Turn Order

BG1
-------------------------------------
Sigourney
Pine
Billy
Slick
--------------------------------------
The Eclipse

Party to act.

Combat status

Slick [278]
Billy [222], see invisibile,
Pinebrush [258]
Sigourney [224]
Reginald [126]


Cond: | Female, Resistance 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality.| N Skilled Human Silence in Snow Witch 18 | HP 108/206| AC 40| F+28, R+29, W+30 (S>CS), (+1 saves vs magical effects)| (Climb) Speed 40 ft |Perc(M) +27 (+2 visual)| Init +30 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 41. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□☑ +☑ , 6□□□, 7□□□□, 8□□□, 9□□□, Focus□☑☑| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □ | ✋Knifewand✋✋| Quicken Spell ☑|

"Ahh!" Sigourney yells in shock as the hound nips at her ankles.

Resisting the urge to act on instinct, she waits for Billy to Haste her up first.

Delaying for Billy to do his thing.

Seeing that the dog has disappeared, she tries to Seek it out.

+29 Perception check with Darkvision and See the Unseen.

She then does a bit of thinking about their current situation. She tries to Recall Knowledge about what she overheard at any point in time about BG1 and how it's doing its vanishing act. She wants to know the details (ie how it works) of BG1's vanishing into the darkness, ie is it teleporting, being invisible, or some other explanation.

Her Archeologist Dedication gives her a +1 Circumstance bonus to Recall Knowledge about ancient history, peoples and cultures.

She uses her Loremaster Spells (Loremaster's Etude) to boost her cognitive ability, allowing her to roll twice and take the better roll on the Recall Knowledge.

She proceeds to concentration on The Eclipse bearing down ominously on them. She then tries to Recall Knowledge about what she overheard at any point in time about The Eclipse and how to disable. She wants to know the details (ie how it works) of disabling The Eclipse, which is probably some kind of hazard.

She uses her Loremaster Spells (Loremaster's Etude) to boost her cognitive ability, allowing her to roll twice and take the better roll on the Recall Knowledge.
+29 Lore: The Eclipse, +35 Arcana.

Not wanting to stay clumped up together with the party in case The Eclipse Eclipse Bursts them, she Strides away from everyone else.

◇ Delay for Billy, ◆ Seek BG1, ◆ Recall Knowledge BG1, ◇Loremaster's Etude, ◆ Recall Knowledge The Eclipse, ◇ Loremaster's Etude,◆ Hasted Stride.


CG Aasimar Halfling Bard 18 | HP 102/222 | AC 40 (41) | Spd 45' | F+27, R+30, W+32 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +28 (+3 visual, +1 haunts/spirits) | Init: 31 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 41. Slots: 1□□□, 2□□□, 3☑□□, 4□□□, 5□□□, 6☑□□, 7☑□□, 8□□□, 9☑□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Shields (Fort)| Cond: energy aegis (resist 10), shield (AC 41)

GM Andrew, when you get a chance, please update your dicebot to give Billy +31 initiative (instead of +30) because he upgraded his Obsidian Goggles from Greater to Major.
Note: Goggles +3 visual-based init-checks now match The Trumpet +3 hearing-based init-checks. They don't stack, but with hearing and sight covered, Billy should have +31 to most init rolls.

Back in Harrowheart, after one of his shopping trips to the Grand Bazaar, Billy shows off his new and improved Obsidian Goggles.
Billy now has all-day Greater Darkvision, in case that matters for the hound.

When the group discusses using the epitomized Harrow cards for transportation, Billy votes for that. "It's nearly as accurate as my long-range teleport and doesn't take up a spell slot." Unless the group prefers his spell, Billy is happy to use the magic of the harrow.

Billy thanks the ship's captain for the ride. "You've been very kind." He adds wryly, "We appreciate your belief in us! It means a lot!" He assures the captain, "Honestly, we'll be fine. Probably."

When the eclipse blocks out the sun, Billy waits for Sigourney to report, so he can spend his time dealing with the problem.
With Eternal Composition, the party benefits from Courageous Anthem even before Billy's turn in initiative. But sorry, no Haste yet.

◇ Delay for Sig.

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